lamina
🍰 An extensible, layer based shader material for ThreeJS
These demos are real, you can click them! They contain the full code, too. 📦 More examples here
Notice
From @farazzshaikh: Lamina has been archived as of April 5 2023.
This project needs maintainers and a good rewrite from scratch. Lamina does a lot of hacky processing to achieve its API goals. As time has gone by I have started to doubt if it’s worth it. These hacks make it unreliable, unpredictable and slow. Not to mentaion, quite convoluted to maintain and debug. There might be better APIs or implimentations for this kind of library but I currently do not have the bandwidth to dedicate to finding them. Perhaps in the future.
Lamina is built on top of three-custom-shader-material (CSM) and any effects that are achieved by lamina can be done with CSM in a predictable and performant manner albeit at a lower level.
Feel free to use Lamina, however, support will be lacking. If you'd like to resurrect this library, then feel free to reach out on our Discord and tag me (Faraz#9759).
lamina
lets you create materials with a declarative, system of layers. Layers make it incredibly easy to stack and blend effects. This approach was first made popular by the Spline team.
import { LayerMaterial, Depth } from 'lamina'
function GradientSphere() {
return (
<Sphere>
<LayerMaterial
color="#ffffff" //
lighting="physical"
transmission={1}
>
<Depth
colorA="#810000" //
colorB="#ffd0d0"
alpha={0.5}
mode="multiply"
near={0}
far={2}
origin={[1, 1, 1]}
/>
</LayerMaterial>
</Sphere>
)
}
Show Vanilla example
Lamina can be used with vanilla Three.js. Each layer is just a class.
import { LayerMaterial, Depth } from 'lamina/vanilla'
const geometry = new THREE.SphereGeometry(1, 128, 64)
const material = new LayerMaterial({
color: '#d9d9d9',
lighting: 'physical',
transmission: 1,
layers: [
new Depth({
colorA: '#002f4b',
colorB: '#f2fdff',
alpha: 0.5,
mode: 'multiply',
near: 0,
far: 2,
origin: new THREE.Vector3(1, 1, 1),
}),
],
})
const mesh = new THREE.Mesh(geometry, material)
Note: To match the colors of the react example, you must convert all colors to Linear encoding like so:
new Depth({
colorA: new THREE.Color('#002f4b').convertSRGBToLinear(),
colorB: new THREE.Color('#f2fdff').convertSRGBToLinear(),
alpha: 0.5,
mode: 'multiply',
near: 0,
far: 2,
origin: new THREE.Vector3(1, 1, 1),
}),
Layers
LayerMaterial
LayerMaterial
can take in the following parameters:
name | string | "LayerMaterial" |
color | THREE.ColorRepresentation | THREE.Color | "white" |
alpha | number | 1 |
lighting | 'phong' | 'physical' | 'toon' | 'basic' | 'lambert' | 'standard' | 'basic' |
layers * | Abstract[] | [] |
The lighting
prop controls the shading that is applied on the material. The material then accepts all the material properties supported by ThreeJS of the material type specified by the lighting
prop.
* Note: the layers
prop is only available on the LayerMaterial
class, not the component. Pass in layers as children in React.
Built-in layers
Here are the layers that lamina currently provides
Fragment Layers | |
Color | Flat color. |
Depth | Depth based gradient. |
Fresnel | Fresnel shading (strip or rim-lights). |
Gradient | Linear gradient. |
Matcap | Load in a Matcap. |
Noise | White, perlin or simplex noise . |
Normal | Visualize vertex normals. |
Texture | Image texture. |
Vertex Layers | |
Displace | Displace vertices using. noise |
See the section for each layer for the options on it.
Debugger
Lamina comes with a handy debugger that lets you tweek parameters till you're satisfied with the result! Then, just copy the JSX and paste!
Replace LayerMaterial
with DebugLayerMaterial
to enable it.
<DebugLayerMaterial color="#ffffff">
<Depth
colorA="#810000" //
colorB="#ffd0d0"
alpha={0.5}
mode="multiply"
near={0}
far={2}
origin={[1, 1, 1]}
/>
</DebugLayerMaterial>
Any custom layers are automatically compatible with the debugger. However, for advanced inputs, see the Advanced Usage section.
Writing your own layers
You can write your own layers by extending the Abstract
class. The concept is simple:
Each layer can be treated as an isolated shader program that produces a vec4
color.
The color of each layer will be blended together using the specified blend mode. A list of all available blend modes can be found here
import { Abstract } from 'lamina/vanilla'
class CustomLayer extends Abstract {
static u_color = 'red'
static u_alpha = 1
static fragmentShader = `
uniform vec3 u_color;
uniform float u_alpha;
// Varyings must be prefixed by "v_"
varying vec3 v_Position;
vec4 main() {
// Local variables must be prefixed by "f_"
vec4 f_color = vec4(u_color, u_alpha);
return f_color;
}
`
static vertexShader = `
// Varyings must be prefixed by "v_"
varying vec3 v_Position;
void main() {
v_Position = position;
return position * 2.;
}
`
constructor(props) {
super(CustomLayer, {
name: 'CustomLayer',
...props,
})
}
}
👉 Note: The vertex shader must return a vec3. You do not need to set gl_Position
or transform the model view. lamina will handle this automatically down the chain.
👉 Note: You can use lamina's noise functions inside of your own layer without any additional imports: lamina_noise_perlin()
, lamina_noise_simplex()
, lamina_noise_worley()
, lamina_noise_white()
, lamina_noise_swirl()
.
If you need a specialized or advance use-case, see the Advanced Usage section
Using your own layers
Custom layers are Vanilla compatible by default.
To use them with React-three-fiber, you must use the extend
function to add the layer to your component library!
import { extend } from "@react-three/fiber"
extend({ CustomLayer })
const ref = useRef();
useFrame(({ clock }) => {
ref.current.color.setRGB(
Math.sin(clock.elapsedTime),
Math.cos(clock.elapsedTime),
Math.sin(clock.elapsedTime),
)
})
<LayerMaterial>
<customLayer
ref={ref} // Imperative instance of CustomLayer. Can be used to animate unifroms
color="green" // Uniforms can be set directly
alpha={0.5}
/>
</LayerMaterial>
Advanced Usage
For more advanced custom layers, lamina provides the onParse
event.
This event runs after the layer's shader and uniforms are parsed.
This means you can use it to inject functionality that isn't by the basic layer extension syntax.
Here is a common use case - Adding non-uniform options to layers that directly sub out shader code.
class CustomLayer extends Abstract {
static u_color = 'red'
static u_alpha = 1
static vertexShader = `...`
static fragmentShader = `
// ...
float f_dist = lamina_mapping_template; // Temp value, will be used to inject code later on.
// ...
`
static getMapping(mapping) {
switch (mapping) {
default:
case 'uv':
return `some_shader_code`
case 'world':
return `some_other_shader_code`
}
}
mapping: 'uv' | 'world' = 'uv'
constructor(props) {
super(
CustomLayer,
{
name: 'CustomLayer',
...props,
},
(self: CustomLayer) => {
self.schema.push({
value: self.mapping,
label: 'mapping',
options: ['uv', 'world'],
})
const mapping = CustomLayer.getMapping(self.mapping)
self.fragmentShader = self.fragmentShader.replace('lamina_mapping_template', mapping)
}
)
}
}
In react...
<LayerMaterial>
<customLayer
ref={ref}
color="green"
alpha={0.5}
args={[mapping]} // Non unifrom params must be passed to the constructor using `args`
/>
</LayerMaterial>
Layers
Every layer has these props in common.
mode | BlendMode | "normal" |
name | string | <this.constructor.name> |
visible | boolean | true |
All props are optional.
Color
Flat color.
color | THREE.ColorRepresentation | THREE.Color | "red" |
alpha | number | 1 |
Normal
Visualize vertex normals
direction | THREE.Vector3 | [number,number,number] | [0, 0, 0] |
alpha | number | 1 |
Depth
Depth based gradient. Colors are lerp-ed based on mapping
props which may have the following values:
vector
: distance from origin
to fragment's world position.
camera
: distance from camera to fragment's world position.
world
: distance from fragment to center (0, 0, 0).
colorA | THREE.ColorRepresentation | THREE.Color | "white" |
colorB | THREE.ColorRepresentation | THREE.Color | "black" |
alpha | number | 1 |
near | number | 2 |
far | number | 10 |
origin | THREE.Vector3 | [number,number,number] | [0, 0, 0] |
mapping | "vector" | "camera" | "world" | "vector" |
Fresnel
Fresnel shading.
color | THREE.ColorRepresentation | THREE.Color | "white" |
alpha | number | 1 |
power | number | 0 |
intensity | number | 1 |
bias | number | 2 |
Gradient
Linear gradient based off distance from start
to end
in a specified axes
. start
and end
are points on the axes
selected. The distance between start
and end
is used to lerp the colors.
colorA | THREE.ColorRepresentation | THREE.Color | "white" |
colorB | THREE.ColorRepresentation | THREE.Color | "black" |
alpha | number | 1 |
contrast | number | 1 |
start | number | 1 |
end | number | -1 |
axes | "x" | "y" | "z" | "x" |
mapping | "local" | "world" | "uv" | "local" |
Noise
Various noise functions.
colorA | THREE.ColorRepresentation | THREE.Color | "white" |
colorB | THREE.ColorRepresentation | THREE.Color | "black" |
colorC | THREE.ColorRepresentation | THREE.Color | "white" |
colorD | THREE.ColorRepresentation | THREE.Color | "black" |
alpha | number | 1 |
scale | number | 1 |
offset | THREE.Vector3 | [number, number, number] | [0, 0, 0] |
mapping | "local" | "world" | "uv" | "local" |
type | "perlin' | "simplex" | "cell" | "curl" | "perlin" |
Matcap
Set a Matcap texture.
map | THREE.Texture | undefined |
alpha | number | 1 |
Texture
Set a texture.
map | THREE.Texture | undefined |
alpha | number | 1 |
BlendMode
Blend modes currently available in lamina
add | overlay |
subtract | screen |
multiply | softlight |
lighten | reflect |
darken | negation |
Vertex layers
Layers that affect the vertex shader
Displace
Displace vertices with various noise.
strength | number | 1 |
scale | number | 1 |
mapping | "local" | "world" | "uv" | "local" |
type | "perlin' | "simplex" | "cell" | "curl" | "perlin" |
offset | THREE.Vector3 | [number,number,number] | [0, 0, 0] |